/Engine/Plugins/Experimental/VirtualCameraCore/Source/VCamCore/Public/UI/VCamConnectionStructs.h
A VCam Connection allows an external object (primarily widgets) to communicate with VCam Modifiers through Connection Points that have known properties. The connection allows you to specify a set of requirements that a connection point on a modifier must implement for it to be considered a valid thing to connect to and then a function "AttemptConnection" that will try to resolve a given VCam Component to a specific Modifier along with an optional associated Input Action
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)([BlueprintType](Programming/UnrealArchitecture/Reference/Structs/Specifiers/BlueprintType)) struct FVCamConnection
EInputActionVal...
ActionType
If this connection requires an Input Action then this property specifies what Input Action Type the Connection Point must provide to be considered a valid connection
bool
bManuallyConfigureConnection
If you are not using an external system to configure the connection then you can enable this to have explicit control over which Modifier and Connection Point to look for when attempting a connection
bool
bRequiresInputAction
Whether this connection requires a target Connection Point to have an associated Input Action to be considered a valid connection
TObjectPtr<UIn...
ConnectedAction
The Input Action that we are currently connected to
TObjectPtr<UVC...
ConnectedModifier
The VCam Modifier that we are currently connected to
FVCamConnection...
ConnectionTargetSettings
A struct containing information about which Modifier and Connection Point to look for when attempting a connection
TArray<TSubcla...
OptionalInterfaces
A list of interfaces that a modifier may optionally implement that this connection can use
TArray<TSubcla...
RequiredInterfaces
A list of interfaces that a modifier must implement to be considered a valid connection